pdirt/data/
pdirt/data/HELP/
pdirt/data/HELP/0/
pdirt/data/HELP/F/
pdirt/data/HELP/G/
pdirt/data/HELP/H/
pdirt/data/HELP/J/
pdirt/data/HELP/K/
pdirt/data/HELP/O/
pdirt/data/HELP/Q/
pdirt/data/HELP/R/
pdirt/data/HELP/U/
pdirt/data/HELP/V/
pdirt/data/HELP/Y/
pdirt/data/HELP/Z/
pdirt/data/MESSAGES/
pdirt/data/POWERINFO/
pdirt/data/WIZ_ZONES/
pdirt/drv/
pdirt/drv/bin/
pdirt/drv/compiler/converter/
pdirt/drv/compiler/libs/
pdirt/drv/compiler/scripts/
pdirt/drv/include/AberChat/
pdirt/drv/include/InterMud/
pdirt/drv/include/machine/
pdirt/drv/src/InterMud/
pdirt/drv/src/Players/
pdirt/drv/utils/UAFPort/
pdirt/drv/utils/dnsresolv/
pdirt/drv/utils/gdbm/
 /********************************************************************
 *                                                                   *
 *  LWW.ZONE                                                         *
 *                                                                   *
 *  Written By :  Rex (Rewritten by Splendor)                        *
 *  Code By    :  Rex                                                *
 *  Notes      :  Distribute with full DYRT distribution only        *
 *  Edited     :  Rex       26 August 1996                           *
 *                                                                   *
 ********************************************************************/

#include "undef.h"
#include "exits.h"
#include "special.h"





Zone		= lww
Author		= "Rex (Rewritten by Splendor)"
Quest		= Narnia
EndZone		= lww


Mobile            = ivy
Name	= "Ivy"
Location	= kitchen@lww
Strength        = 120
Damage          = 8
SFlags		= Female
Desc	     = "skitters around the house, cleaning everything in sight."
EndMobile             = ivy

Mobile            = margaret
Name	= "Margaret"
Location	= dining@lww
Strength        = 120
Damage          = 8
SFlags		= Female
Desc	     = "A female servant is here trying to clear off the table."
EndMobile             = margaret

Mobile            = betty
Name	= "Betty"
Location	= living@lww
Strength        = 130
Damage          = 10
SFlags		= Female
Desc	     = "Betty is dusting the room from top to bottom."
EndMobile             = betty

Mobile            = professor
Name	= "The Professor"
Location	= lib2@lww
Strength        = 150
Damage          = 10
Speed           = 0
Desc	     = "
The Professor is sitting in the armchair, reading a book on quantum physics."
Examine         = "
The Professor is a very wise man of fifty-two. He is unmarried and has shaggy
white hare and a beard to match. You like him instantly, and when he looks at
you, you notice a sort of knowing twinkle in his eyes."
EndMobile             = professor

Mobile            = macready
Name	= "Macready"
Location	= hall2@lww
Strength        = 150
Damage          = 10
Speed           = 8
SFlags		= Female
Desc	     = "
Macready is here, glaring at you as she removes fingerprints from the glass."
Examine         = "
Mrs. Macready is the Professor's housekeeper, and she does not like children.
She has resigned herself to giving frequent tours of the old house to curious
visitors."
EndMobile             = macready

Mobile            = moth
Name	= "The Moth"
Location	= inwardrobe2@lww
Strength        = 100
Damage          = 8
Aggression      = 80
Speed           = 8
Desc	     = "
A huge angry-looking moth is upset that you barged in on its meal."
EndMobile             = moth

Mobile            = fen
Name	= "Fen"
Location	= cast7@lww
Strength        = 200
Damage          = 10
Speed           = 0
Desc	     = "There is a wolf asleep on the castle stairs."
Examine         = "The wolf appears to be but a statue."
EndMobile             = fen

Mobile            = fenris
Name	= "Fenris Ulf"
Location	= LIMBO@LIMBO
Strength        = 1800
Damage          = 20
Speed           = 0
Desc	     = "Fenris Ulf growls at you menacingly."
Examine         = "
Fenris Ulf is a huge gray wolf and is the captain of the White Witch's secret
police." 
Trap		= all
@
catch_while_fighting
{
  if ( pwpn(THIS_PLAYER) == OBJ_LWW_RHINDON )
     {
       sendf ( THIS_PLAYER, "You drive the blade of King Peter's sword "
               "deep into Fenris Ulf's side, and he collapses to the "
               "ground, gasping for air. After a few seconds, he "
               "dies silently.\n");
       wound_player ( THIS_PLAYER, param_s.pl, pstr(param_s.pl) + 1, -1);
       fail(-1);
     } 
}
@
EndTrap
EndMobile             = fenris

Mobile            = peter
Name	= "Peter"
Location	= cair5@lww
Strength        = 200
Damage          = 10
Speed           = 0
PFlags		= NoHassle, NoSteal
Desc	     = "King Peter the Magnificent is here upon his throne."
Examine         = "
Peter is the oldest of the kings and queens you see before you. He looks to
be very brave and adventurous."
Trap		= all
@
catch_give
{
  if ( onum(THIS_OBJECT) == OBJ_LWW_PETERSHIELD )
     {
       bprintf ( "You kneel before Peter and offer him his shield.\nPeter"
           " smiles at you sagely and thanks you for returning it "
           "safely.\nHe gestures at Lucy, who hands you a healing "
           "potion.\n" ) ;
       setoloc ( OBJ_LWW_CORDIAL, THIS_PLAYER, CARRIED_BY ) ;
       set_quest ( Q_LWW,THIS_PLAYER ) ;
       fail(-1) ;
     }
}
@
EndTrap
EndMobile             = peter

Mobile            = susan
Name	= "Susan"
Location	= cair5@lww
Strength        = 200
Damage          = 10
Speed           = 0
PFlags		= NoHassle, NoSteal
SFlags		= Female
Desc	     = "Queen Susan the Gentle is here upon her throne."
Examine         = "
Susan is a young, beautiful, black-haired woman. She has an air of maturity
and grace about her, but something about her seems uncomfortable in Narnia."
EndMobile             = susan

Mobile            = edmund
Name	= "Edmund"
Location	= cair5@lww
Strength        = 200
Damage          = 10
Speed           = 0
PFlags		= NoHassle, NoSteal
Desc	     = "King Edmund the Just is here upon his throne."
Examine         = "
Edmund was once a traitor to Aslan in his younger days, but thanks to Peter's
forgiving heart, he has had the chance to become a handsome and brave king."
EndMobile             = edmund

Mobile            = lucy
Name	= "Lucy"
Location	= cair5@lww
Strength        = 200
Damage          = 10
Speed           = 0
PFlags		= NoHassle, NoSteal
SFlags		= Female
Desc	     = "Queen Lucy the Valiant is here upon her throne."
Examine         = "
Lucy is the youngest of the kings and queens you see before you, and one of
Aslan's best friends. She is fair-haired and seems to be a very happy and
compassionate person."
EndMobile             = lucy



Object            = key
Location	= IN_ROOM:dining@lww
BaseValue          = 50
Size            = 1
Weight          = 1
OFlags		= Key
Desc0         = "Lying un-noticed in a corner is a small silver key."
Examine         = "
This is not a house key... it looks like it might open a cabinet or drawer."
EndObject             = key

Object            = kitchendoor
Name	= "door"
Location	= IN_ROOM:kitchen@lww
State           = 1
MaxState        = 1
Linked          = bstairdoor
OFlags		= Openable, NoGet
Desc0         = "An open door leads to a dark staircase."
Desc1         = "A closed door in the east wall catches your eye."
EndObject             = kitchendoor

Object            = bstairdoor
Name	= "door"
Location	= IN_ROOM:bstair@lww
State           = 1
MaxState        = 1
Linked          = kitchendoor
OFlags		= Openable, NoGet
Desc0         = "There is an open door at the bottom of the stairs."
Desc1         = "At the bottom of the stairs is a closed door."
EndObject             = bstairdoor

Object            = lib2door
Name	= "door"
Location	= IN_ROOM:lib2@lww
State           = 1
MaxState        = 1
Linked          = porchdoor
OFlags		= Openable, NoGet
Desc0         = "An open door allows a breeze to come in off the porch."
Desc1         = "The door is closed."
EndObject             = lib2door

Object            = porchdoor
Name	= "door"
Location	= IN_ROOM:porch@lww
State           = 1
MaxState        = 1
Linked          = lib2door
OFlags		= Openable, NoGet
Desc0         = "The door is open."
Desc1         = "The door is closed."
EndObject             =  porchdoor

Object            = apron
Location	= WORN_BY:margaret@lww
BaseValue          = 100
Size            = 1
Weight          = 1
Armor           = 3
OFlags		= WearOnBody, Armor, Wearable
Desc0         = "A small white apron lies here."
Examine         = "It appears to be used for cleaning house."
EndObject             = apron

Object            = armour
Altname	= "armor"
Location	= IN_ROOM:green@lww
OFlags		= NoGet
Desc0         = "Standing in a corner is a very old suit of armour."
EndObject             = armour

Object            = harp
Location	= IN_ROOM:green@lww
OFlags		= NoGet
Desc0         = "A large harp stands in the corner of the room."
EndObject             = harp

Object            = picture
Location	= IN_ROOM:picture@lww
OFlags		= NoGet
Desc0         = "One picture in particular catches your attention."
Examine         = "
The picture is of the four kings and queens of a land called 'Narnia'."
EndObject             = picture

Object            = halldoor
Name	= "door"
Location	= IN_ROOM:hall1@lww
State           = 1
MaxState        = 1
Linked          = balconydoor 
OFlags		= NoGet, Openable
Desc0         = "An open door leads east onto a peaceful balcony."
Desc1         = "The door is closed."
EndObject             = halldoor

Object            = balconydoor
Name	= "door"
Location	= IN_ROOM:balcony@lww
State           = 1
MaxState        = 1
Linked          = halldoor 
OFlags		= Openable, NoGet
Desc0         = "The door is open."
Desc1         = "The door is closed."
EndObject             = balconydoor

Object            = wardrobedoor
Name	= "door"
Location	= IN_ROOM:wardrobe@lww
State           = 2
MaxState        = 2
Linked          = insidedoor
OFlags		= Openable, Lockable, NoGet
Desc0         = "The wardrobe door is open."
Desc1         = "The wardrobe door is closed."
Desc2         = "The wardrobe door is locked."
EndObject             = wardrobedoor

Object            = insidedoor
Name	= "door"
Location	= IN_ROOM:inwardrobe1@lww
State           = 2
MaxState        = 2
Linked          = wardrobedoor
OFlags		= NoGet
Desc0         = "The door to the wardrobe has slammed shut behind you!"
Desc1         = "The door to the wardrobe has slammed shut behind you!"
Desc2         = "The door to the wardrobe has slammed shut behind you!"
EndObject             = insidedoor

Object            = coat
Location	= IN_ROOM:inwardrobe1@lww
State           = 1
MaxState        = 1
BaseValue          = 100
Size            = 6
Weight          = 10
Armor           = 2
OFlags		= WearOnBack, Wearable, GetFlips, Container
Desc0         = "An old coat that smells of mothballs lies here."
Desc1         = "
One of the coats catches your eye because it is particularly ugly."
Examine         = "
The coat is very ugly, but rather warm with roomy pockets."
EndObject             = coat

Object            = mothball
Location	= IN_CONTAINER:coat@lww
BaseValue          = 50
Size            = 1
Weight          = 1
Desc0         = "A smelly old mothball is lying on the ground." 
EndObject             = mothball

Object            = dam
Altname	= "beaverdam"
Location	= IN_ROOM:pts4@lww
OFlags		= NoGet
Desc0         = "Where the two rivers join, there is a huge beaver dam."
EndObject             = dam

Object            = stonefaun
Name	= "faun"
Location	= IN_ROOM:cast5@lww
OFlags		= NoGet
Desc0         = "You nearly bump into a stone statue of a little faun."
Examine         = "
You run your hands over the statue and your fingers tell you of its tremendous
life-like detail."
EndObject             = stonefaun

Object            = turkishdelight
Location	= IN_ROOM:pts1@lww
Size            = 1
Weight          = 1
Desc0         = "A dish of magical turkish delight has been abandoned here."
Examine         = "The turkish delight looks DELICIOUS!"
Trap		= all
@
catch_eat
{
  bprintf("You dive eagerly into the dish of turkish delight.\nIt tastes"
      " so good! Unfortunately, because it is magical, it\nkeeps on "
      "replenishing itself, and you keep eating until your stomach "
      "bursts.\n" ) ;
  eat ( THIS_OBJECT ) ;
  p_crapup ( THIS_PLAYER, "In your dying moments you recall that gluttony is one of the seven deadly sins.", CRAP_SAVE ) ; 
  fail (-1) ;
}
@
EndTrap
EndObject             = turkishdelight

Object            = horn
Location	= CARRIED_BY:susan@lww
BaseValue          = 100
Size            = 4
Weight          = 5
Desc0         = "Queen Susan's horn is lying here."
Examine         = "
The horn is made of ivory and was Susan's gift from Father Christmas. Its tone
is much richer than a bugle, and legend has it that when you blow it, some kind
of help will come to you."
EndObject             = horn

Object            = quiver
Location	= WORN_BY:susan@lww
BaseValue          = 10
Size            = 3
Weight          = 4
OFlags		= WearOnBack, Wearable
Desc0         = "There is a quiver full of arrows lying here."
Examine         = "The arrows seem somehow magical."
EndObject             = quiver

Object            = bow
Location	= CARRIED_BY:susan@lww
BaseValue          = 100
Size            = 5
Weight          = 2
Damage          = 10
OFlags		= Weapon
Desc0         = "There is a small bow lying in the grass."
EndObject             = bow

Object            = cordial
Altname	= "potion"
Location	= CARRIED_BY:lucy@lww
BaseValue          = 200
Size            = 1
Weight          = 2
OFlags		= Food
Desc0         = "There is a small bottle of orangish liquid here."
Examine         = "
The potion is in a bottle made of diamond. It is made of the juice of one of
the fire-flowers that grows in the mountains of the sun."
Trap		= all
@
catch_eat
{
  setpstr ( THIS_PLAYER, maxstrength(THIS_PLAYER) ) ;
  bprintf ( "You drink a few drops of the potion and instantly feel " ) ;
  bprintf ( "much stronger.\n" ) ;
  destroy ( THIS_OBJECT ) ;
  setoloc ( THIS_OBJECT, LOC_DEAD_EATEN, IN_ROOM ) ;
  fail (-1) ;
}
@
EndTrap
EndObject             = cordial

Object            = dagger
Location	= CARRIED_BY:lucy@lww
BaseValue          = 20
Size            = 3
Weight          = 4
Damage          = 5
OFlags		= Weapon
Desc0         = "A small dagger has been abandoned here."
Examine         = "
The dagger is small and is meant more for self-protection than for battle."
EndObject             = dagger

Object            = rhindon
Altname	= "sword"
Location	= IN_ROOM:picture@lww
State           = 1
MaxState        = 1
BaseValue          = 100
Size            = 5
Weight          = 10
Damage          = 10
OFlags		= Weapon, GetFlips
Desc1         = "There is an impressive sword hanging on the wall."
Desc0         = "King Peter's mighty sword, Rhindon, lies here."
Examine         = "
The hilt of the sword is ornate and made of gold.  It is truly a beautiful
and well-balanced weapon." 
EndObject             = rhindon

Object            = petershield
Name	= "shield"
Location	= IN_ROOM:LIMBO@LIMBO
BaseValue          = 500
Size            = 5
Weight          = 10
Armor           = 15
OFlags		= Armor, WearOnArms, Wearable, ExcludeWear
Desc0         = "King Peter's shield lies here."
Examine         = "
The shield is silver in color and has a large red lion on the front.  It seems
to be light yet incredibly sturdy, and will protect you well in battle."
EndObject             = petershield

Object            = dwarves
Location	= IN_ROOM:cy1@lww
OFlags		= NoGet
Desc0         = "
Two dwarves were frozen in a conversation that would never be finished."
EndObject             = dwarves

Object            = aslan
Location	= IN_ROOM:table@lww
OFlags		= NoGet
Desc0         = "
Aslan lies upon the stone table.  He is shaven, muzzled, and tethered down."
Examine         = "You can not tell whether or not he is alive."
Trap		= all
@
catch_untie
{
  bprintf ( "You untether Aslan gently and wait for some reaction.\n"
          "Suddenly Aslan's fur grows back, and he jumps to his feet.\n"
          "Aslan thanks you for your help and hands you a silver shield.\n") ;
  bprintf ( "Aslan says &+C'This shield belongs to the great King Peter of Narnia.&*\n" 
          "&+CPlease return it to him.'&*\n" ) ;
  setoloc ( OBJ_LWW_PETERSHIELD, THIS_PLAYER, CARRIED_BY ) ;
  bprintf ( "With those words, Aslan takes off running. You feel suddenly sad that\n" 
            "you will probably never see him again.\n" ) ;
  destroy ( OBJ_LWW_ASLAN ) ;
  setoloc ( OBJ_LWW_ASLAN, LOC_DEAD_DESTROYED, IN_ROOM ) ;
  fail (-1) ;
}
@
EndTrap
EndObject             = aslan

Object            = squirrels
Location	= IN_ROOM:ttfq2@lww
OFlags		= NoGet
Desc0         = "
Some squirrels were having their dinner when they were frozen by the Queen."
EndObject             = squirrels

Object            = lion
Location	= IN_ROOM:cy2@lww
OFlags		= NoGet
Desc0         = "A noble lion has been turned to stone."
EndObject             = lion

Object            = giant
Location	= IN_ROOM:cy3@lww
OFlags		= NoGet
Desc0         = "A tremendous stone giant towers over you."
EndObject             = giant

Object            = rabbits
Location	= IN_ROOM:cy4@lww
OFlags		= NoGet
Desc0         = "
Some rabbits were frolicking here until they were turned to stone."
EndObject             = rabbits

Object            = dryads
Location	= IN_ROOM:cy5@lww
OFlags		= NoGet
Desc0         = "Two dryads have been frozen here forever." 
EndObject             = dryads

Object            = fauns
Location	= IN_ROOM:cy6@lww
OFlags		= NoGet
Desc0         = "A circle of fauns was dancing when they were frozen."
EndObject             = fauns


/* lww1 */
Location	= "entry"
West		= Road10@village
North		= dining@lww
South		= living@lww
East		= stair@lww
LFlags		= RealTime, NoMobiles
Title		= "Entrance to the Professor's House"
Desc		= ^
   You have entered a charming and large old house. The house is not in the
best of upkeep, but it is charming just the same. As you enter, you can hear
the floors creak under your feet. You peer around the corners into the other
rooms on this floor, and a sense of wonder overcomes you. This house seems
full of mystery and enchantment, of a type you can not explain. For some
reason you feel an uncontrollable urge to explore.
^
EndLocation	= "entry"


/* lww2 */
Location	= "stair"
Up		= hall1@lww
West		= entry@lww
LFlags		= NoMobiles, RealTime
Title		= "The Old Staircase"
Desc		= ^
   You are standing on an old staircase that reaches up to the second floor.
Each step creaks and gives a little under your weight, but the stairs seem
very solid. Straight ahead of you at the top of the stairs, you can look into
a room that is painted a curious green colour. You can see light coming from
the hall that seems to indicate open doors of some sort, although you are not
yet far enough up the stairs to see the source.
^
EndLocation	= "stair"


/* lww3 */
Location	= "living"
North		= entry@lww
East		= lib1@lww
LFlags		= RealTime
Title		= "The Living Room"
Desc		= ^
   You find yourself in the living room of this old house. The wallpaper is
peeling and the floors are in disrepair, but there is something about this
place that you like. The more you look around, the more you feel an urge
to explore.
^
EndLocation	= "living"


/* lww4 */
Location	= "dining"
East		= kitchen@lww
South		= entry@lww
LFlags		= RealTime
Title		= "The Dining Room"
Desc		= ^
   The only furniture in this simple dining room are a small table and a
drysink. There is a small throw rug under the table to keep it from further
damaging the floor. Covering the drysink are all sorts of papers that look
like they are probably important to the Professor. You do not dare to touch
them.
^
EndLocation	= "dining"


/* lww5 */
Location	= "kitchen"
West		= dining@lww
East		= ^kitchendoor@lww
LFlags		= RealTime
Title		= "The Kitchen"
Desc		= ^
   Wandering into the kitchen, it is the appliances that first catch your eye.
They are old-fashioned and look like they have been in use for many more years
than you have been alive. They are all functional, however. The air in the
kitchen is warm and smells of chocolate. You look around hungrily for whatever
was made.
^
EndLocation	= "kitchen"


/* lww6 */
Location	= "bstair"
West		= ^bstairdoor@lww
Up		= picture@lww
LFlags		= RealTime
Title		= "The Back Stairs"
Desc		= ^
   You find yourself climbing the back stairs of the house. These stairs
obviously aren't used very often, as there is no light here. The stairs
themselves are free of dust and objects, but you still get the idea that
they aren't used much. The stairs are very loud under your feet. At first
the darkness is such that you can't see well, but your eyes adjust and the
further up you go, the more light that is provided by the room above.
^
EndLocation	= "bstair"


/* lww7 */
Location	= "lib1"
West		= living@lww
East		= lib2@lww
LFlags		= RealTime
Title		= "The Library"
Desc		= ^
   You are now standing in the library of this large house. There is an
impressive number of books here, all musty and covered with dust from age.
The books are well-worn and are obviously very treasured by the owner. The
Professor merely seems to have very poor house-cleaning skills and he
wouldn't dream of letting the maids near his library. This room seems to
be where the Professor spends most of his time.
^
EndLocation	= "lib1"


/* lww8 */
Location	= "lib2"
West		= lib1@lww
North		= ^lib2door@lww
LFlags		= RealTime
Title		= "The Library"
Desc		= ^
You have moved to the eastern end of the library. At this end is an easy 
chair with a small table on one side, upon which is sitting a lamp. The
lampshade and table are dusty and a book is resting on the table. In the
wall is a fireplace, which makes a great decoration. However it seems like
it hasn't been used in years.
^
EndLocation	= "lib2"


/* lww9 */
Location	= "porch"
South		= ^porchdoor@lww
LFlags		= RealTime
Title		= "The Back Porch"
Desc		= ^
   Standing on the back porch, you take in the view in the back of the house.
Behind the house is a large woods, which is alive with summer. The leaves on
the trees are big and green. There is a small stream running somewhere
nearby. The large open lawn looks healthy and green. You look into the woods
and ponder all of the interesting adventures that could probably be had out
there.
^
EndLocation	= "porch"


/* lww10 */
Location	= "hall1"
Down		= stair@lww
North		= green@lww
South		= hall2@lww
West		= room@lww
East		= ^halldoor@lww
LFlags		= RealTime
Title		= "The Upper Hall"
Desc		= ^
   Standing in the upper hall, you have a number of options for exploring.
To the north and west are bedrooms, while to the south is a hallway that is
lined with open doors.
^
EndLocation	= "hall1"


/* lww11 */
Location	= "room"
East		= hall1@lww
LFlags		= RealTime
Title		= "The Bed Room"
Desc		= ^
   Despite the faded wallpaper and creaky floorboards, this bedroom is rather
pleasant. At one end of the room are four twin sized beds. At the other end
are four wooden dressers with mirrors over them. There are also two large
closets at that end of the room. The room seems tidy but occupied.
^
EndLocation	= "room"


/* lww12 */
Location	= "balcony"
West		= ^balconydoor@lww
LFlags		= Party, Peace, RealTime
Title		= "The Balcony"
Desc		= ^
   The balcony sits high above the ground. From the angle of the view of the
woods, it seems to you that this balcony is directly over the porch on the
lower floor. The view is the same, except for the angle. You look off into
the woods behind and can almost make out a flowing stream. If you listen
carefully you can hear the calls of summer life.
^
EndLocation	= "balcony"


/* lww13 */
Location	= "green"
South		= hall1@lww
East		= picture@lww
West		= wardrobe@lww
LFlags		= RealTime
Title		= "The Green Room"
Desc		= ^
   This is a long room that is painted green. As curious as it looked from
the hallway, you find the room quite boring. The ONLY thing that is here of
any interest whatsoever is a harp. The rest of the room is void of furniture
...void of anything.
^
EndLocation	= "green"


/* lww14 */
Location	= "hall2"
East		= spare@lww
West		= guest@lww
North		= hall1@lww
LFlags		= RealTime
Title		= "The Upper Hall"
Desc		= ^
   You wander down the upper hall. On your left and right are what look like
more spare rooms. The floor creaks under your feet as you look around with
curiosity.
^
EndLocation	= "hall2"


/* lww15 */
Location	= "wardrobe"
East		= green@lww
West		= ^wardrobedoor@lww
LFlags		= RealTime
Title		= "The Wardrobe Room"
Desc		= ^
   You are in the only room on the face of the earth that you think can
possibly be more boring than the Green Room. At least that room had a harp...
All that you can see here is a wardrobe. Just a boring old wardrobe....
Or is it?
^
EndLocation	= "wardrobe"


/* lww16 */
Location	= "picture"
West		= green@lww
Down		= bstair@lww
LFlags		= RealTime
Title		= "The Picture Room"
Desc		= ^
   You have entered a long room with pictures all over the walls. This room
seems to be the only place in the house with any sort of decoration. You
secretly think that the Professor should have spread the pictures out over
the entire house instead of cramming them all into this one room, but hey,
who died and made you the interior decorator?
^
EndLocation	= "picture"


/* lww17 */
Location	= "spare"
West		= hall2@lww
LFlags		= Party, Private, RealTime
Title		= "The Spare Room"
Desc		= ^
   You have entered yet another spare bedroom. The room has painted white
walls and is the first well-decorated room you have been into in this house.
There is a queen-sized bed covered with a white spread. There is a small
table next to the bed with a vase of flowers on it. The room looks almost as
though the Professor expects it to be needed at any moment.
^
EndLocation	= "spare"


/* lww18 */
Location	= "guest"
East		= hall2@lww
LFlags		= Party, Private, RealTime
Title		= "The Guest Room"
Desc		= ^
   You have entered another spare bedroom. This one is decorated with a
queen-sized bed against one wall. Other than that, there is only a dresser
with mirror and a picture of flowers on the wall of any interest in here.
^
EndLocation	= "guest"


/* lww19 */
Location	= "inwardrobe1"
West		= inwardrobe2@lww
LFlags		= RealTime
Title		= "Inside the Wardrobe"
Desc		= ^
   You step into the wardrobe, very careful to leave the door open behind you.
Your mother always warned you that it was rather silly to shut yourself up in
a wardrobe... unfortunately you never listened to a word she said.
^
EndLocation	= "inwardrobe1"


/* lww20 */
Location	= "inwardrobe2"
East		= inwardrobe1@lww
South		= path1@lww
Title		= "Inside the Wardrobe"
Desc		= ^
   You vaguely sense that this is the back of the wardrobe. You would expect
to feel the back wall of the wardrobe at any time, but you keep searching and
find nothing. After searching and feeling your way through the coats that
surround you, your hands reach out and feel something rough and cold. It
turns out your hands are not on a coat as expected, but a tree!
^
EndLocation	= "inwardrobe2"


/* lww21 */
Location	= "path1"
North		= inwardrobe2@lww
East		= path2@lww
South		= path3@lww
LFlags		= Cold, NoMobiles
Title		= "Between Worlds"
Desc		= ^
   You are standing in what appears to be a wintery land. Remembering that it
was summer back at the house, you are at first alarmed by the climate change.
As you look around at the woods around you, however, your sense of adventure
overtakes your fears, and you decide to head on into the woods. Now you must
only choose between the path to the east and the path to the north.
^
EndLocation	= "path1"


/* lww22 */
Location	= "path2"
West		= path1@lww
South		= path5@lww
LFlags		= Cold
Title		= "The Forest Path"
Desc		= ^
   The path here is fairly wide, but covered in dense underbrush. To the
west is the entrance to the wardrobe, and to the south the path has less
brush cover.
^
EndLocation	= "path2"


/* lww23 */
Location	= "path3"
West		= path4@lww
North		= path1@lww
LFlags		= Cold
Title		= "The Forest Path"
Desc		= ^
   The path here is fairly wide, but covered in dense brush. To the north
is the entrance to the wardrobe, while the path also continues to the west.
^
EndLocation	= "path3"


/* lww24 */
Location	= "path4"
East		= path3@lww
South		= path9@lww
LFlags		= Cold
Title		= "The Forest Path"
Desc		= ^
   You are standing at a turn in the path. There is alot of wood scattered
around the area, perhaps this was the scene of a fire, or even a battle. The
path leads to the east and south.
^
EndLocation	= "path4"


/* lww25 */
Location	= "path5"
North		= path2@lww
South		= path6@lww
LFlags		= Cold
Title		= "The Forest Path"
Desc		= ^
   You are standing on a fairly straight section of the path. The brush here
has been cut back from the path so the traveling is fairly easy. The trail
leads to the north and south from here.
^
EndLocation	= "path5"


/* lww26 */
Location	= "path6"
North		= path5@lww
South		= path7@lww
LFlags		= Cold
Title		= "The Forest Path"
Desc		= ^
   The path leads to the north and south. It appears to split to the south-
west, but you can't be sure peering thru the thick brush. There are more
signs of wildlife here than in other parts of the forest.
^
EndLocation	= "path6"


/* lww27 */
Location	= "path7"
North		= path6@lww
West		= path8@lww
LFlags		= Cold
Title		= "The Forest Path"
Desc		= ^
   You are standing at a turn in the path. You can proceed either to the
north where the woods appear denser, or to the west where you can tell
there is a split in the path.
^
EndLocation	= "path7"


/* lww28 */
Location	= "path8"
South		= path12@lww
East		= path7@lww
LFlags		= Cold
Title		= "The Forest Path"
Desc		= ^
   You are standing in a fairly open section of the forest. Just to the
south is a small intersection of paths, while to the east lies a densser
section of the path.
^
EndLocation	= "path8"


/* lww29 */
Location	= "path9"
North		= path4@lww
South		= path10@lww
LFlags		= Cold
Title		= "The Forest Path"
Desc		= ^
   You are standing on a fairly easy to travel piece of north-south path
thru the southern part of the forest. You think you can see another path
off a ways, but can't be certain.
^
EndLocation	= "path9"


/* lww30 */
Location	= "path10"
South		= path11@lww
North		= path9@lww
LFlags		= Cold
Title		= "The Forest Path"
Desc		= ^
   The woods have suddenly grown much colder, and you must trudge through
deep snow. The path is getting a bit more narrow here than you'd like, but
it is passable. You look to the southeast and think you see a small dead
tree with no branches in the middle of a clearing. However, from here, 
something about that tree looks very odd.
^
EndLocation	= "path10"


/* lww31 */
Location	= "path11"
North		= path10@lww
East		= path12@lww
LFlags		= Cold
Title		= "The Forest Path"
Desc		= ^
   You trudge on, finally coming to a place where you can definitely make out
another trail. The path here continues to the north and the east.
^
EndLocation	= "path11"


/* lww32 */
Location	= "path12"
West		= path11@lww
North		= path8@lww
East		= light@lww
LFlags		= Cold
Title		= "The Forest Path"
Desc		= ^
   You have come to an intersection of three paths. You are just to the east
of a strange object that looks like a dead tree without branches. 
^
EndLocation	= "path12"


/* lww33 */
Location	= "light"
West		= path12@lww
East		= path13@lww
LFlags		= Cold
Title		= "In the Clearing"
Desc		= ^
   You have reached the clearing that looked so curious from above on the
trail. What once looked like a dead tree is now obvious to you as a lamp
post. The lamp is not lit, although it looks like it has been recently.
^
EndLocation	= "light"


/* lww34 */
Location	= "path13"
West		= light@lww
East		= path14@lww
LFlags		= Cold
Title		= "The Forest Path"
Desc		= ^
   You are standing on an east-west path just to the east of a large
clearing. The woods are dark here, but you figure you can trace your steps
back if need be.
^
EndLocation	= "path13"


/* lww35 */
Location	= "path14"
East		= path15@lww
West		= path13@lww
LFlags		= Cold
Title		= "The Forest Path"
Desc		= ^
   You are feeling pretty cold and starting to get hungry and tired. The
sky is darkening around you and you sense that you had better find food and
shelter before it gets much darker.
^
EndLocation	= "path14"


/* lww36 */
Location	= "path15"
West		= path14@lww
East		= rock@lww
LFlags		= Cold
Title		= "The Forest Path"
Desc		= ^
   You stumble down more of the path, when suddenly to the west, you see
a large rock. At least that will make good cover from the wind, since
there doesn't seem to be any other cover around.
^
EndLocation	= "path15"


/* lww37 */
Location	= "rock"
West		= path15@lww
South		= pts1@lww
East		= cave@lww
LFlags		= Cold
Title		= "Whale Rock"
Desc		= ^
   You find yourself at an odd looking rock. To your surprise, behind the
rock is a hidden cave mouth. It looks as if it was was once inhabited
although now it is pretty well torn apart and looks deserted. Perhaps that
would make a good home for the night.
^
EndLocation	= "rock"


/* lww38 */
Location	= "cave"
West		= rock@lww
LFlags		= Dark
Title		= "Inside the Cave"
Desc		= ^
   You are inside the cave now where the air is nice and warm. Your only
problem is that it is dark and you cannot see very well. You find a corner
and curl up tight for the night. In the morning when there is enough light
for you to see by, you take a look around the cave. It was most definitely
occupied recently, but everything the occupant owned has been dashed apart
and broken. It looks as if someone has searched the place for something, and
destroyed everything in his path.
^
EndLocation	= "cave"


/* lww39 */
Location	= "pts1"
North		= rock@lww
South		= pts2@lww
LFlags		= Outdoors, Cold
Title		= "Winter Path"                                                            
Desc		= ^
   The path you are walking on seems to go on for miles into the wintery
wonderland. All around you, everything is white. Off in the distance
you hear what sounds like the jingling of bells. To the north are huge
mountains, while a frozen trail leads to the south.
^
EndLocation	= "pts1"


/* lww40 */
Location	= "pts2"
South		= pts3@lww
North		= pts1@lww
LFlags		= Outdoors, Cold
Title		= "Woodsy Path"
Desc		= ^
   Wandering through the snows, everything you see is white. To the north
are mountains which seem to be not very far off. The path also continues to
the south.
^
EndLocation	= "pts2"


/* lww41 */
Location	= "pts3"
South		= pts4@lww
North		= pts2@lww
LFlags		= Outdoors, Cold
Title		= "The Path"
Desc		= ^
   You trudge on through the snows. As deep as the snow is, you had better
be careful not to wander off the blazed trail.
^
EndLocation	= "pts3"


/* lww42 */
Location	= "pts4"
West		= ptq1@lww
South		= ptt1@lww
North		= pts3@lww
LFlags		= Outdoors, Cold
Title		= "The Path"
Desc		= ^
   You are at the base of some rather large foothills. The ground you are
on is curiously flat, until you realize by looking at a mound of sticks
nearby that you are walking on a frozen river. To the west you can see
where this river meets another one. The smooth frozen path leads up to
the northeast. You can follow a path beside it, or head north across the
second river and north to the unknown. You can also trudge to the south.
^
EndLocation	= "pts4"


/* lww43 */
Location	= "ptt1"
North		= pts4@lww
South		= ptt2@lww
LFlags		= Outdoors, Cold
Title		= "The Path"
Desc		= ^
   You find yourself crossing another river. There is one to the south,
and now the path crosses a second one. Way off in the hills to the north
the path continues.
^
EndLocation	= "ptt1"


/* lww44 */
Location	= "ptt2"
North		= ptt1@lww
South		= ptt3@lww
LFlags		= Outdoors, Cold
Title		= "The Path"
Desc		= ^
   As you continue along the path, the world around you is becoming more
and more mountainous. The climb becomes tougher and more slippery.
You are still following a rather clear path.
^
EndLocation	= "ptt2"


/* lww45 */
Location	= "ptt3"
North		= ptt2@lww
South		= ptt4@lww
LFlags		= Outdoors, Cold
Title		= "Path to the Table"
Desc		= ^
   The path continues through the mountains and reaches the crest of one of
them. To the north you can see a downhill slope and then a flat area, which
looks very odd. To the south is a long trail down the mountains which leads
back into the woods.
^
EndLocation	= "ptt3"


/* lww46 */
Location	= "ptt4"
South		= table@lww
North		= ptt3@lww
LFlags		= Outdoors, Cold
Title		= "Path to the Table"
Desc		= ^
   You head down the downhill slope, trying to keep your feet under you.
The path is rather treacherous and uneven.
^
EndLocation	= "ptt4"


/* lww47 */
Location	= "table"
East		= underground@lww
West		= ttfq4@lww
North		= ptt4@lww
South		= ptc1@lww
LFlags		= Outdoors, Cold
Title		= "The Stone Table"
Desc		= ^
    You come to a sharp incline at the bottom of the hill, and climb it.
To the north the path flattens a bit an continues downhill. Before you is 
a gigantic stone known to those of Narnia as the Stone Table.
^
EndLocation	= "table"


/* lww48 */
Location	= "underground"
West		= table@lww
LFlags		= Outdoors, Cold
Title		= "The Underground Fortress"
Desc		= ^
   There is an entrance to an underground fortress under the western side
of the Stone Table. You hear evil cackling and other distressful noises
coming from inside that make you sure you don't want to go down. You hear
the voices of incubuses, wraiths, horrors, efreets, orknies, cruels, hags,
spectres, wooses, ettins, werewolves, boggles, minotaurs, ghouls, and other 
spirits coming from below and are gripped with fear.
^
EndLocation	= "underground"


/* lww49 */
Location	= "ptc1"
North		= table@lww
South		= ptc2@lww
LFlags		= Outdoors
Title		= "Path to the Sea"
Desc		= ^
   You are on a sloping path near the sea. You can't see much through
the evergreens, but you think you can make out water .
^
EndLocation	= "ptc1"


/* lww50 */
Location	= "ptc2"
North		= ptc1@lww
South		= ptc3@lww
LFlags		= Outdoors
Title		= "Path to the Sea"
Desc		= ^
   The path has thawed quickly, and the going is much easier. It is almost
as if the huge amount of snow covering this land not so long ago never
existed.
^
EndLocation	= "ptc2"


/* lww51 */
Location	= "ptc3"
North		= ptc2@lww
South		= ptc4@lww
LFlags		= Outdoors
Title		= "Path to the Sea"
Desc		= ^
   You continue along the path to the sea. To the south of you is a grand
body of water, but suddenly, your gaze shifts, and the water becomes trivial.
Ahead of you, on the opposite bank, is an enormous golden castle of breath
taking beauty.
^
EndLocation	= "ptc3"


/* lww52 */
Location	= "ptc4"
North		= ptc3@lww
South		= shore@lww
LFlags		= Outdoors
Title		= "Path to the Sea"
Desc		= ^
   You stumble along the path, suddenly in a hurry to explore the castle. You
are just a few feet from the shore. The water is crystal clear and still. As
you look at the castle, a sense of almost holy awe comes over you. You are 
overcome by its beauty.
^
EndLocation	= "ptc4"


/* lww53 */
Location	= "shore"
North		= ptc4@lww
South		= sea1@lww
LFlags		= Outdoors
Title		= "The Seashore"
Desc		= ^
    Standing on the shore, you contemplate the crossing. Due to the drastic
change in weather, there is a mist over the water, only a few feet tall,
which will make steering to the other side difficult.
^
EndLocation	= "shore"


/* lww54 */
Location	= "ttfq1"
West		= ptq6@lww
East		= ttfq2@lww
LFlags		= Outdoors
Title		= "Woodsy Path"
Desc		= ^
   You are on an east-west path through the forest. To the east is the Queen's
castle, and way off in the west is the Stone Table.
^
EndLocation	= "ttfq1"


/* lww55 */
Location	= "ttfq2"
West		= ttfq1@lww
East		= ttfq3@lww
LFlags		= Outdoors
Title		= "Path through the Forest"
Desc		= ^
  The path here is rather thin and the going is not easy. You notice fresh
sled tracks in the path. You just hope that the Queen's sled has not been
here too recently.
^
EndLocation	= "ttfq2"


/* lww56 */
Location	= "ttfq3"
West		= ttfq2@lww
East		= ttfq4@lww
LFlags		= Outdoors
Title		= "The Woodsy Path"
Desc		= ^
   The path continues east and west. To the west you can make out a dip in
the path, and a sudden uprise. You can just make out the flat area of 
the Stone Table.
^
EndLocation	= "ttfq3"


/* lww57 */
Location	= "ttfq4"
West		= ttfq3@lww
East		= table@lww
LFlags		= Outdoors
Title		= "The Path"
Desc		= ^
   Here the path dips a little and then rises again just before the Stone
Table. You have come out of the woods into the edge of a clearing.
^
EndLocation	= "ttfq4"


/* lww58 */
Location	= "cy1"
West		= cy2@lww
South		= cy4@lww
LFlags		= Cold, Outdoors
Title		= "In the Courtyard"
Desc		= ^
   You are in a rectangular courtyard, surrounded on three sides by the
imposing residence of the Snow Queen. You feel as though you are not alone,
as there are many stone statues all around you. They seem amazingly life-
like, except for the snow that is resting on top of all of them. In this
area there are a lot of statues of Dwarves.
^
EndLocation	= "cy1"


/* lww59 */
Location	= "cy2"
East		= cy1@lww
West		= cy3@lww
North		= ptq7@lww
South		= cy5@lww
LFlags		= Cold, Outdoors
Title		= "The Snow Queen's Courtyard"
Desc		= ^
   You have entered the Courtyard of the Castle of the Snow Queen. All
around you are statues of creatures that seem incredibly life-like. Dead
in front of you is a huge lion. He looks so life-like that at first you
are afraid. Suddenly you realize that snow has settled on top of him and
you realize that this could never be a real lion.
^
EndLocation	= "cy2"


/* lww60 */
Location	= "cy3"
East		= cy2@lww
South		= cy6@lww
LFlags		= Cold, Outdoors
Title		= "In the Courtyard"
Desc		= ^
   All around you in the courtyard are the statues of various beings.
There is a huge and proud lion in striking pose to the west, and slightly
to the north of you is a humungus giant!
^
EndLocation	= "cy3"


/* lww61 */
Location	= "cy4"
North		= cy1@lww
West		= cy5@lww
LFlags		= Cold, Outdoors
Title		= "In the Courtyard"
Desc		= ^
   You are in the northwest corner of the courtyard, almost up against the
junction of two of the castle walls. On the ground in front of you, several
stone rabbits look like they are playing... except for the fact that of
course they aren't moving.
^
EndLocation	= "cy4"


/* lww62 */
Location	= "cy5"
East		= cy4@lww
West		= cy6@lww
North		= cy2@lww
South		= cast7@lww
LFlags		= Cold, Outdoors
Title		= "In the Courtyard"
Desc		= ^
   You are just south of the castle entrance. On your left and right are
two stone statues of dryads. How real they look!
^
EndLocation	= "cy5"


/* lww63 */
Location	= "cy6"
East		= cy5@lww
North		= cy3@lww
LFlags		= Cold, Outdoors
Title		= "In the Courtyard"
Desc		= ^
   You are in the northeast corner of the courtyard, almost up against the
two imposing walls of the castle. Surrounding you are little stone fauns,
frozen in a circle of dance.
^
EndLocation	= "cy6"


/* lww64 */
Location	= "cast1"
South		= cast2@lww
Title		= "The Southwest Wing"
Desc		= ^
   You are now at the end of the southwest wing of the castle. Down toward
this end the hallways get even darker, as there is no light reaching this
place from the entryway.
^
EndLocation	= "cast1"


/* lww65 */
Location	= "cast2"
North		= cast1@lww
West		= cast7@lww
South		= cast3@lww
Title		= "The Castle Hallway"
Desc		= ^
   Here is the place where the front hall meets the western wing. The light
here is still dim, yet to the north and south the light seems to disappear
into utter blackness.
^
EndLocation	= "cast2"


/* lww66 */
Location	= "cast3"
North		= cast2@lww
West		= cast4@lww
Title		= "The Northwest Corner"
Desc		= ^
   Standing in the northwest corner of the castle, the light is very dim.
You find yourself squinting in order to examine interesting bas relief
shapes on the wall. You can not quite make them out.
^
EndLocation	= "cast3"


/* lww67 */
Location	= "cast4"
East		= cast3@lww
West		= cast5@lww
Title		= "The North Wing"
Desc		= ^
   Here the light is very dim. You can just see a little bit in front of
your face because of light that bends around the castle walls. You feel
an urge to leave this place as soon as possible.
^
EndLocation	= "cast4"


/* lww68 */
Location	= "cast5"
East		= cast4@lww
North		= cast6@lww
Title		= "The Northeast Corner"
Desc		= ^
   Standing in the northeast corner of the castle, the light is rather dim.
You squint to try to make out designs on the wall. They seem to be pictures
of winter, but you can make out little else.
^
EndLocation	= "cast5"


/* lww69 */
Location	= "cast6"
South		= cast5@lww
North		= cast8@lww
East		= cast7@lww
Title		= "The Castle Hallway"
Desc		= ^
   Here the hallway is still semi-well lit from the entry way. To the north
and south the light grows ever dimmer until you can not see the end of the
hall in either direction. The whole castle has a dark and evil feel to it.
^
EndLocation	= "cast6"


/* lww70 */
Location	= "cast7"
East		= cast2@lww
West		= cast6@lww
North		= cy5@lww
Trap		= all
@
catch_after_entry        
{
  if ( alive (mobile(MOB_LWW_FEN)) != -1 )
   {
     bprintf ( "You have awakened Fenris Ulf!\n"
               "Fenris gets to his feet and growls at you.\n"
               "Suddenly he lunges at you, hurting you badly!\n" ) ;
     setpstr ( THIS_PLAYER,(pstr(THIS_PLAYER)-((pstr(THIS_PLAYER)*20)/100)) ) ;
     bprintf ( "Fenris takes off into the courtyard.\n" ) ;

     setpstr ( mobile(MOB_LWW_FEN) , -1 ) ;
     setploc ( mobile(MOB_LWW_FEN) , LOC_DEAD_DEAD ) ;
     setploc ( mobile(MOB_LWW_FENRIS) , LOC_LWW_TABLE ) ;
     fail (0) ;
   }
}
@
EndTrap
Title		= "North Entrance Hall"
Desc		= ^
   The entrance hall in which you are standing is very dark and gloomy. 
There is not much light here, and the halls echo with every step that you
make. You are afraid to move around too quickly, for someone might hear you.
^
EndLocation	= "cast7"


/* lww71 */
Location	= "cast8"
South		= cast6@lww
Title		= "The Southeast Wing"
Desc		= ^
   You are in the southeast wing of the castle. Here the hallway is very
dark, as there is no light penetrating here from the entryway.
^
EndLocation	= "cast8"


/* lww72 */
Location	= "ptq1"
East		= pts4@lww
West		= ptq2@lww
LFlags		= Outdoors, Cold
Title		= "The Eastern River"
Desc		= ^
   You follow the river that runs to the east and west. To the west of here,
two rivers join. The other is running north and south. The river leading to
northeast is what would be the upstream direction, if the water was flowing
rather than frozen.
^
EndLocation	= "ptq1"


/* lww73 */
Location	= "ptq2"
West		= ptq3@lww
East		= ptq1@lww
LFlags		= Outdoors, Cold
Title		= "Following the River"
Desc		= ^
   You continue to follow the river that flows from the northeast to the 
southwest. Up to the northeast, the river's origin lies in a mountain
range. Those mountains form a wall to the north that runs all the way 
across in front of you. To the south are more of the same woods.
^
EndLocation	= "ptq2"


/* lww74 */
Location	= "ptq3"
East		= ptq2@lww
West		= ptq4@lww
LFlags		= Outdoors, Cold
Title		= "The River"
Desc		= ^
   Here the river bends more to the north and south, rather than east and
west. To the north is a majestic mountain range, and to the south lie
the woods and the point at which you entered this strange world.
^
EndLocation	= "ptq3"


/* lww75 */
Location	= "ptq4"
South		= ptq5@lww
East		= ptq3@lww
LFlags		= Outdoors, Cold
Title		= "The Turn in the River"
Desc		= ^
   The river begins to turn to the northeast going upstream. It seems 
to head directly up to the mountains to the north.
^
EndLocation	= "ptq4"


/* lww76 */
Location	= "ptq5"
North		= ptq4@lww
South		= ptq6@lww
LFlags		= Outdoors, Cold
Title		= "The Frozen Path"
Desc		= ^
   You are getting into some more mountainous territory to the north. A
blanket of white snow covers everything in sight. To the north of you are
two tall mountains. Between them sits what appears to be a castle.
^
EndLocation	= "ptq5"


/* lww77 */
Location	= "ptq6"
East		= ttfq1@lww
North		= ptq5@lww
South		= ptq7@lww
LFlags		= Outdoors, Cold
Title		= "The Mountainous Path"
Desc		= ^
   To the north are two large mountains with a castle between them. Around
you everything is covered in snow. A frozen river-bed runs off to the east
and joins another one to the south.
^
EndLocation	= "ptq6"


/* lww78 */
Location	= "ptq7"
South		= cy2@lww
North		= ptq6@lww
LFlags		= Outdoors, Cold
Title		= "Before the Yard"
Desc		= ^
   To the north of you is a huge and imposing castle. The gate to its
courtyard is right in front of you. You fill with a sense of fear as you
approach. You can still go to the south.
^
EndLocation	= "ptq7"


/* lww79 */
Location	= "sea1"
South		= sea2@lww
East		= sea1@lww
North		= shore@lww
Down		= shore@lww
West		= sea3@lww
LFlags		= OnWater, Maze, OnePerson
Title		= "On the Sea"
Desc		= ^
    You find yourself floating on a foggy sea. For some reason you have
utterly lost your sense of direction. You would like nothing more than to
get back to land, but you can't seem to find any land in any direction.
^
EndLocation	= "sea1"


/* lww80 */
Location	= "sea2"
South		= sea3@lww
West		= sea2@lww
East		= sea2@lww
North		= sea2@lww
LFlags		= OnWater, Maze, OnePerson
Title		= "On the Sea"
Desc		= ^
    You find yourself floating on a foggy sea. For some reason you have
utterly lost your sense of direction. You would like nothing more than to
get back to land, but you can't seem to find any land in any direction.
^
EndLocation	= "sea2"


/* lww81 */
Location	= "sea3"
West		= sea4@lww
South		= sea3@lww
East		= sea3@lww
North		= sea3@lww
LFlags		= OnWater, Maze, OnePerson
Title		= "On the Sea"
Desc		= ^
    You find yourself floating on a foggy sea. For some reason you have
utterly lost your sense of direction. You would like nothing more than to
get back to land, but you can't seem to find any land in any direction.
^
EndLocation	= "sea3"


/* lww82 */
Location	= "sea4"
South		= sea5@lww
East		= sea4@lww
West		= sea4@lww
North		= sea1@lww
LFlags		= OnWater, Maze, OnePerson
Title		= "On the Sea"
Desc		= ^
    You find yourself floating on a foggy sea. For some reason you have
utterly lost your sense of direction. You would like nothing more than to
to get back to land, but you can't seem to find any land in any direction.
^
EndLocation	= "sea4"


/* lww83 */
Location	= "sea5"
South		= northshore@lww
North		= sea2@lww
West		= sea5@lww
East		= sea4@lww
Up		= northshore@lww
LFlags		= OnWater, Maze, OnePerson
Title		= "On the Sea"
Desc		= ^
    You find yourself floating on a foggy sea. For some reason you have
utterly lost your sense of direction. You would like nothing more than to
get back to land, but you can't seem to find any land in any direction.
^
EndLocation	= "sea5"


/* lww84 */
Location	= "northshore"
North		= sea5@lww
Down		= sea5@lww
South		= cair1@lww
LFlags		= Outdoors
Title		= "On the North Shore of the Sea"
Desc		= ^
   You finally make your way back onto solid land, and find yourself at the
feet of the largest, most beautiful castle you have ever seen or heard of.
The entire building seems to be made of gold and it shines like a beacon in
the strong sunlight. You have traveled far, and a few moments of rest in this
awesome place would do you some good. You trudge toward the entrance hall.
^
EndLocation	= "northshore"


/* lww85 */
Location	= "cair1"
South		= cair2@lww
North		= northshore@lww
Title		= "The Entrance to Cair Paravel"
Desc		= ^
   You are standing in the great entrance hall of the golden castle of Cair
Paravel. The halls and corridors are stunningly large and very beautiful.
Gold shimmers around you in the form of columns, paint, artwork, and statues.
^
EndLocation	= "cair1"


/* lww86 */
Location	= "cair2"
North		= cair1@lww
South		= cair3@lww
Title		= "The Halls of Cair Paravel"
Desc		= ^
   Heading to the north of the great entrance hall, the gold and glimmer do 
not end. The halls continue to be filled with golden light.
^
EndLocation	= "cair2"


/* lww87 */
Location	= "cair3"
North		= cair2@lww
Up		= cair4@lww
Title		= "The Halls of Cair Paravel"
Desc		= ^
   Standing amongst the golden glory of this castle, you take a few moments
to really look at all of the splendour that is around you. To the north is
a stately marble staircase which leads to a well-lit glowing room at the top.
^
EndLocation	= "cair3"


/* lww88 */
Location	= "cair4"
South		= cair5@lww
Down		= cair3@lww
Title		= "On the Stairs"
Desc		= ^
   You have come to a beautiful marble staircase. At the top is a shining
throne room, while heading down is a long hallway.
^
EndLocation	= "cair4"


/* lww89 */
Location	= "cair5"
North		= cair6@lww
Title		= "The Throne Room"
Desc		= ^
   You are now in a huge and shimmering throne room. The ceiling must be 
a few hundred feet tall and the room seems so wide that it would take a 
couple of minutes to cross it. There are four thrones here, all apparently
occupied.
^
EndLocation	= "cair5"


/* lww90 */
Location	= "cair6"
South		= cair5@lww
Down		= cair7@lww
Trap		= all
@
catch_move
{ 
  if ( param_s.ob == 5 )
     {
       bprintf ( "You feel your body being pulled and twisted in many " 
             "different ways\nat once by the darkness. Just as you" 
             " begin to wonder what you've done\nyou find yourself"
             " safely in the company of coats. You find your feet"
             "\nand begin to run, hurling yourself against the "
             "front door of the wardrobe.\nUnder your weight and " 
             "speed the door flies open and you stumble into..."
             "\n\n\n" ) ;
       setploc ( mynum, LOC_LWW_WARDROBE ) ;
       lookin ( ploc(mynum), 0 ) ;
       fail (0) ;
     }
}
@
EndTrap
Title		= "On the Stairs"
Desc		= ^
   Leaving the throne room, you can see the staircase from a different
perspective. In the different lighting, you notice that the stairs seem
to go down to a level they didn't before. Instead of the elaborate hall
that you expected to see, ahead of you is a huge black space.
^
EndLocation	= "cair6"


/* lww91 */
Location	= "cair7"
LFlags		= Dark
Title		= "Darkness"
Desc		= ^
   The space in which you find yourself can hardly be defined as a room.
The space is dark, life a vacuum in space.
^
EndLocation	= "cair7"